ACTOR CyberdemonHARDR : CyberdemonHARD
{
	/*States
	{	
	Missile:
		CYBR E 6 A_FaceTarget
		CYBR F 12 Bright {
			A_SpawnProjectile("DMR_Rocket",55,-25,0);
		}
		CYBR E 12 A_FaceTarget
		CYBR F 12 Bright {
			A_SpawnProjectile("DMR_Rocket",55,-25,0);
		}
		CYBR E 12 A_FaceTarget
		CYBR F 12 Bright {
			A_SpawnProjectile("DMR_Rocket",55,-25,0);
		}
		Goto See
	}
	*/
}
/*
ACTOR DMR_Rocket : Rocket
{
	-ROCKETTRAIL
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		MISL A 1 Bright {
			If(GetCvar("dmr_fancydoom")) {
				A_SpawnItemEx("DMR_MediumFireballTrail",-25,0,5,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
				A_SpawnItemEx("DMR_MediumSmokeCloud",-25,0,5,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
			}
		}
		Loop
	Death:
		TNT1 AAAAAAAAAAAAAA 0 {
			If(GetCvar("dmr_fancydoom")) {
				A_SpawnItemEx("DMR_MediumFireBouncingDebris",random(-2,2),random(-2,2),random(-2,2),frandom(-8,8),frandom(-8,8),frandom(-2,8)); 
			}
		}
		MISL B 8 Bright A_Explode
		MISL C 6 Bright
		MISL D 4 Bright
		Stop
	}
}
*/